Desdichado
Hero
Exactly -- change can be much more subtle, and in the real world, quite often is. In fact, it's amazing how many times conquerers prove that the more things change, the more they stay the same. 

Just checking Hand.Hand of Evil said:Not me!
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Heh, that's the problem with treating the game like it's a story or a plot. The story is what happens after the fact, not before. If a DM goes into the game with a story all set to tell, then the game suffers.MoonRaven said:Nightfall,
I don't know what you read into my post, but I was not suggesting that people run amok and kill things. Hmm...in fact, I stated specifically that this was a problem. I simply said that my players tend to destroy any elaborate plotlines I might put in my games. I think that players and GMs both should meet in the middle on this or a game will fall apart. Show the GM a little respect for the hard work he's done and the GM will show you a little respect by giving you a little leeway on changes to the story.
Joshua Dyal said:Heh, that's the problem with treating the game like it's a story or a plot. The story is what happens after the fact, not before. If a DM goes into the game with a story all set to tell, then the game suffers.
MoonRaven said:As far as not having a story-type game: I disagree. You are able to have a story without having every detail entered, without making an ending, etc. I do it all the time (I have to, or it would just be hack and slash). I've given up on trying to give my players choices, etc, since they play better with making their own way with things. What I usually do anymore is write up my story/plot, then give branching plots according to the various character reactions I can think of. Though it's usually pointless effort, it at least helps me to feel more organized and occasionally I can be prepared for a branch off of my original plotline. My philosophy anymore is "It's not etched in stone, but written on paper - and usually in pencil!"![]()